Burglin' Gnomes: camera confirmed correct, add live UI tuner
orthographicSize is constant at 5.0 across 1920x1080 and 5120x1440 (visible height 10.0, width 17.8 -> 35.6). The camera is already textbook Hor+ and needs no patch - the entire ultrawide problem is HUD scaling. CanvasScaler match=0.453 gave scaleFactor 1.948 (ballooned HUD); match=1 gives 1.333 with logical height exactly 1080 (the design height). Adds a live tuner with independent match / scaleFactor / referenceResolution knobs to chase the remaining text overlap. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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// LIVE UI TUNER — paste into UnityExplorer's C# Console. Edit the knobs, Run, look,
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// repeat. Nothing persists; relaunching reverts everything.
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//
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// IMPORTANT: run this IN-GAME (not the main menu). Different scenes have different
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// canvases, and the overlapping text is in the gameplay HUD.
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//
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// scaleFactor = (screenW/refW)^(1-match) * (screenH/refH)^match
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// match=1 scales by HEIGHT (logical height stays 1080 = the design height).
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// Lowering match shrinks logical height below 1080 and CRAMPS things vertically.
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// ---- KNOBS -----------------------------------------------------------------
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float MATCH = 1.0f; // 0 = scale by width, 1 = scale by height
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float SCALE_MULT = 1.0f; // extra multiplier on top (0.9 = 10% smaller HUD)
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float REF_W = 0f; // 0 = leave reference resolution alone
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float REF_H = 0f; // e.g. set 3840/1080 to design against ultrawide
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bool LIST_ONLY = false; // true = report current state, change nothing
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// ----------------------------------------------------------------------------
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var log = new System.Text.StringBuilder();
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log.AppendLine($"SCREEN {UnityEngine.Screen.width}x{UnityEngine.Screen.height} " +
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$"aspect={(float)UnityEngine.Screen.width / UnityEngine.Screen.height:F4}");
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foreach (var cs in UnityEngine.Object.FindObjectsOfType<UnityEngine.UI.CanvasScaler>())
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{
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log.AppendLine($"BEFORE {cs.name}: mode={cs.uiScaleMode} ref={cs.referenceResolution} " +
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$"match={cs.matchWidthOrHeight} scaleFactor={cs.scaleFactor}");
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if (!LIST_ONLY)
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{
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if (REF_W > 0 && REF_H > 0)
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cs.referenceResolution = new UnityEngine.Vector2(REF_W, REF_H);
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cs.matchWidthOrHeight = MATCH;
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cs.scaleFactor = SCALE_MULT;
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}
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// report the resulting logical canvas the UI is laid out in
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var cv = cs.GetComponent<UnityEngine.Canvas>();
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float sf = cv ? cv.scaleFactor : 0f;
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if (sf > 0)
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log.AppendLine($"AFTER {cs.name}: effectiveScale={sf:F4} " +
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$"logicalCanvas={UnityEngine.Screen.width / sf:F0}x{UnityEngine.Screen.height / sf:F0}");
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}
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// Every canvas in the scene — the overlapping text may live on one we haven't touched
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foreach (var cv in UnityEngine.Object.FindObjectsOfType<UnityEngine.Canvas>())
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log.AppendLine($"CANVAS {cv.name} mode={cv.renderMode} scale={cv.scaleFactor:F4} " +
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$"hasScaler={(cv.GetComponent<UnityEngine.UI.CanvasScaler>() != null)} " +
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$"sortOrder={cv.sortingOrder}");
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UnityExplorer.ExplorerCore.Log(log.ToString());
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